Hi,
I thought I’d revive this topic since I have the same issue which seems to significantly limits the use of the cache node.
Context:
I want to use a cache node for a Hit Reaction state.
I had an issue with the State not reseting if it was re-triggered while blending out.
See this thread: (Animation State transitions not Resetting?)
Current Solution:
I duplicated the hit state (Slot1 and Slot2)
From the character blueprint, I keep track of the previous active slot and always alternate in between Slot1 and Slot2.
That fixed the issue of the Hit not reseting if it triggered while blending out of itself.
Problem:
Now, I have two copies of the Hit Reaction state.
To avoid duplication, I thought I’d use a cache pose. But if I do, the Hit State never resets.
Question:
Is there a bug for this?
Am I missing something?
I tried to set:
- The Cached State machine to “Reinitialized On Becoming Relevant”.
- The State inside the cached State Machine to “Always Reset on Entry”
- The Hit Reaction Slot States both are set the “Always Reset on Entry” as well.
I’ve seen the post of Detach789 suggesting having all animations separated in different states in a state machine, but that doesn’t seem like an efficient way to just picking an animation.
I only have to anims at this time but I’ll have a lot of type and variations.
Here’s some screen shots. Hopefully it’s clear enough, if not, I’d be happy to provide more info!
Thank you!!